Doom Corner "for all Doom related discussion"
#271 Posted 30 April 2015 - 09:17 PM
Put together side by side:
#273 Posted 01 May 2015 - 06:56 AM
This post has been edited by Lunick: 01 May 2015 - 07:03 AM
#274 Posted 01 May 2015 - 02:55 PM
Unless they just reused the plasma rifle barrel graphic for the BFG and thats all.
(If you never noticed this, you won't ever unsee it)
#275 Posted 01 May 2015 - 04:22 PM
This post has been edited by Fox: 01 May 2015 - 04:33 PM
#278 Posted 01 May 2015 - 08:30 PM
HulkNukem, on 01 May 2015 - 02:55 PM, said:
Unless they just reused the plasma rifle barrel graphic for the BFG and thats all.
(If you never noticed this, you won't ever unsee it)
I think only the head was borrowed from the 'rifle toy' as it looks much better:
The most damning evidence is at least the gun was used for wall textures too:
And while I am here:
Chaingun
They would have pulled the orange bit off the end which explains in the beta video posted above why the chaingun didn't have the sprites at the tip of it.
Thread: http://www.doomworld...ys-with-photos/
This post has been edited by Lunick: 01 May 2015 - 08:32 PM
#279 Posted 01 May 2015 - 09:07 PM
Lunick, on 01 May 2015 - 06:56 AM, said:
We don't have the beta that it's from. The sprites were obtained from the various beta artwork that Romero posted.
#280 Posted 01 May 2015 - 09:14 PM
TheZombieKiller, on 01 May 2015 - 09:07 PM, said:
That's what I thought but I also thought I saw 'that' BFG before the artwork dump.
This post has been edited by Lunick: 01 May 2015 - 09:14 PM
#281 Posted 01 May 2015 - 11:11 PM
Fox, on 01 May 2015 - 04:22 PM, said:
Looks very pretty. But Mancubus follows more Doom 2 style than Doom 64 style. And the Baron is a bit of a "free interpretation".
Doom should have a HRP that does it justice, though, even if most of the community doesn't care about it because "muh retro grafix".
This post has been edited by Duke of Hazzard: 01 May 2015 - 11:13 PM
#282 Posted 01 May 2015 - 11:49 PM
Lunick, on 01 May 2015 - 09:14 PM, said:
In what form? Magazine articles or the actual raw sprite? If it's the latter then that's very interesting
#283 Posted 02 May 2015 - 09:52 AM
#284 Posted 02 May 2015 - 12:26 PM
#285 Posted 03 May 2015 - 03:26 PM
#286 Posted 04 May 2015 - 04:37 AM
HulkNukem, on 03 May 2015 - 03:26 PM, said:
Yeah they look pretty close to how I'd imagine high poly versions of DOOM monsters to be. The Baron, to my eyes, looks pretty spot on to the original sculpt Adrian did.
#287 Posted 11 May 2015 - 07:09 PM
I had a good discussion about the speeds in Doom compared to Duke today. Based on the size of pixels on the floor, the player in Doom moves 155% the speed of Duke. However because Doom maps suffer from aspect ratio distortion, that would be reduced to 129%. Because of the difference between the height of the view, in-game you would have the impression of it being 120%.
#289 Posted 17 May 2015 - 02:44 PM
#290 Posted 17 May 2015 - 02:59 PM
Anyways, wait until Bethesda's E3 conference for anything Doom related.
#291 Posted 17 May 2015 - 07:50 PM
#292 Posted 17 May 2015 - 08:14 PM
And I should say a Doom remake should have some elements of teen rebellion? A little bit of this:
#295 Posted 17 May 2015 - 11:23 PM
It wasn't exactly ID's fault because Descent came out in 1995 and the mines didn't look like places humans would easily move around in. But Duke had the merit of making city-like maps right.
This post has been edited by Duke of Hazzard: 17 May 2015 - 11:25 PM
#296 Posted 17 May 2015 - 11:40 PM
Speaking of Doom II, the urban areas had an old European feeling to them.
This post has been edited by Fox: 17 May 2015 - 11:41 PM
#297 Posted 18 May 2015 - 12:57 AM
Thank Romero they canned it.